"Just a little tool I made a few years ago. You’d be surprised what an idea, an artificer, and about a dozen drinks will learn you."
-Erik
a spectral and nearly invisible tendril sprouts from the palm of the user. The needle lasts until dispelled, released, or recast.
You may use your bonus action to conjure the tendril. It is needle-thin, and can be manipulated as though it were a physical object so long as it stays within physical contact with the caster. Erik’s needle can be used to disarm magical and physical traps, and interact with objects and creatures in the Ethereal and Material plane. The needle as a cantrip also functions as thieves tools (lock-picks for example) you are proficient in.
When cast as a 1st level spell, the tendril can be fortified to function as the Conjure Blade spell, though it is capable of conjuring a maximum of 3, and exist for a round after losing contact from the caster.
When cast at 2nd level, the tendril becomes a 2d8 ethereal pinpoint that has a 1 in 4 chance to completely ignore armor. Pick a number before rolling a d4. If you roll that number, your next attack cannot be dodged.
Alternatively, once summoned, you may use Erik’s needle as an additional 1d8 force/psychic damage per round for any single attack so long as you say the full vocal component at the beginning of your turn without messing up.
In the needle
Through the needle
Up the needle
Down
Need the needle
Be the needle
Till the needle found
If the needle
Ain’t the needle
Let the needle be
A thief don’t need a needle
Any more than needs a key
* - (hair of the user and strong alcohol.)
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